Valiens Nantaris
Head Admin
Another month, another system. With a skirmish between the Coalition and Primeval taking place soon this is the latest iteration of the system I will be using.
Superseded material below. See next page for latest version.
Superseded material below. See next page for latest version.
As I always put in disclaimers, my use of this does not mean anyone or everyone else I face has to. This merely helps me rationalise and fairly distribute damage.
One area still being worked on is attack craft as can be seen from the incomplete entry below. Suggestions of how to do it with/without dice are welcome as it is the one area I am completely stuck with.
General feedback welcome too.
The only ‘enforced’ rules agreed to with the opponent is the listing of shield and hull points the same way, the speed restrictions and ‘line of sight’ restrictions.
Damage, manoeuvre and critical damage etc are not enforced and are decided by the other player and they do not have to use the system.
There is a link below to the Excel document I use for working things out and creating damage.
https://drive.google.com/file/d/0B5Tey3CbrgUWeFJ2dG96SGdVajg/view?usp=sharing
SWRP Fleeting System 2015 v2
Overview:
Unlike previous systems, this one has very few random elements, and instead relies on the calculation of factors to determine damage.
These factors include:
All ships using this system must have been approved in the factory. Those ships will fall into a variety of classes defined using the Anaxes War College System. During this document, these classes are further subdivided into types. The types and classes are listed below.
Attack Craft
There are few ‘rules’, and such as they are listed below.
[*]Opposing ships cannot end a round in the same hex. They move ‘through’ a hex meaning the ship moves close by above or below.
[*]Only one capital ship can occupy a hex at any one time.
[*]Ships cannot fire through a hex containing a capital ship unless either attacker or defender has been written as being substantially above or below the ‘plane’.
[*]Regular weapons have a maximum range of 10 hexes. Weapons designated ‘long-range’ have unlimited range and have reduced range penalties.
[*]Defence guns have a range of one and can be used to support other ships, adding their defence guns to another ship within 1 hex.
[*]Shields recover at 10% base total per turn. Redundant shields or other special shielding tech increases this to 15% or 20% depending on the specific tech. If shields are reduced to zero, residual damage is applied to hull. Shields cannot begin to regenerate if fully down until they go a round of not being fired on.
[*]Ships with especially reinforced armour, ablative plating etc have a base damage reduction of 10% to all hull damage.
[*]Ships being fired on from the rear or into other weak areas take 10% more hull damage and do not benefit from special armour or plating.
[*]Each time a capital ship does hull damage to an escort or other capital ship roll a D20. On a roll of 20 the damage is increased by 50% to represent a critical hit. If this happens, roll an additional D20. If this also is a 20 (a 1 in 400 chance) the target ship is immediately destroyed, representing a catastrophic hit.
[*]Attack craft engage in combat by moving into the hex of an enemy. After this attack they are moved to the nearest unoccupied hex.
[*]For attack craft attacking escorts or capital ships see below. This assumes squadrons of 12 attack craft. If squadron count is different, scale the below appropriately.
[*]For attack craft attacking other attack craft, or for defence guns firing at attack craft please see below.
[*]Victory is determined by the amount of metres destroyed. Ships reduced to less than half of their starting hull points count for ¼ points. Only ships entirely destroyed or reduced below half hull are counted.
One area still being worked on is attack craft as can be seen from the incomplete entry below. Suggestions of how to do it with/without dice are welcome as it is the one area I am completely stuck with.
General feedback welcome too.
The only ‘enforced’ rules agreed to with the opponent is the listing of shield and hull points the same way, the speed restrictions and ‘line of sight’ restrictions.
Damage, manoeuvre and critical damage etc are not enforced and are decided by the other player and they do not have to use the system.
There is a link below to the Excel document I use for working things out and creating damage.
https://drive.google.com/file/d/0B5Tey3CbrgUWeFJ2dG96SGdVajg/view?usp=sharing
SWRP Fleeting System 2015 v2
Overview:
Unlike previous systems, this one has very few random elements, and instead relies on the calculation of factors to determine damage.
These factors include:
- The composition of the firing ship’s guns.
- The relative speed of the ships.
- The range from one ship to another.
All ships using this system must have been approved in the factory. Those ships will fall into a variety of classes defined using the Anaxes War College System. During this document, these classes are further subdivided into types. The types and classes are listed below.
Attack Craft
- Fighters
- Interceptors
- Bombers
- Elite Fighters
- Gunships
- Transports
- Corvettes
- Frigates
- Cruisers
- Heavy Cruisers
- Destroyers
- Battlecruisers
There are few ‘rules’, and such as they are listed below.
- All ships have a shield and hull rating. This starts out as being equal to their length in metres. Thus a ship which is 600 metres long begins the battle with 600 shield and 600 hull points.
- Ship speed is determined by the following formula: (21 – S /2) where S equals speed, scoures rounded up. Thus a ship with a speed of 10 can move 6 hexes a turn. If a ship was submitted through the old factory 1-10 scale the movement amount is instead (11 – S).
- The number of turns a ship can make is dependent on its manoeuvre rating. The following are suggestions for ship manoeuvre.
Ships with a manoeuvre rating of 1-6 can make any number of turns and face any direction. - Ships with a manoeuvre rating of 7-12 can make up to three hexface turns each round.
- Ships with a manoeuvre rating of 13-18 can make up to two hexface turns each round.
- Ships with a manoeuvre rating of 19-20 can make up to one hexface turn each round.
[*]Opposing ships cannot end a round in the same hex. They move ‘through’ a hex meaning the ship moves close by above or below.
[*]Only one capital ship can occupy a hex at any one time.
[*]Ships cannot fire through a hex containing a capital ship unless either attacker or defender has been written as being substantially above or below the ‘plane’.
[*]Regular weapons have a maximum range of 10 hexes. Weapons designated ‘long-range’ have unlimited range and have reduced range penalties.
[*]Defence guns have a range of one and can be used to support other ships, adding their defence guns to another ship within 1 hex.
[*]Shields recover at 10% base total per turn. Redundant shields or other special shielding tech increases this to 15% or 20% depending on the specific tech. If shields are reduced to zero, residual damage is applied to hull. Shields cannot begin to regenerate if fully down until they go a round of not being fired on.
[*]Ships with especially reinforced armour, ablative plating etc have a base damage reduction of 10% to all hull damage.
[*]Ships being fired on from the rear or into other weak areas take 10% more hull damage and do not benefit from special armour or plating.
[*]Each time a capital ship does hull damage to an escort or other capital ship roll a D20. On a roll of 20 the damage is increased by 50% to represent a critical hit. If this happens, roll an additional D20. If this also is a 20 (a 1 in 400 chance) the target ship is immediately destroyed, representing a catastrophic hit.
[*]Attack craft engage in combat by moving into the hex of an enemy. After this attack they are moved to the nearest unoccupied hex.
[*]For attack craft attacking escorts or capital ships see below. This assumes squadrons of 12 attack craft. If squadron count is different, scale the below appropriately.
- Bombers inflict 10 damage on escorts or capital ships per surviving bomber in the squadron. This is increased by +2 if the bomber is carrying unusual ordinance or has some other special armament. This damage ignores shields. Roll 1D20 for a whole squadron if it inflicts damage to check for critical hits, not one for each bomber.
- Fighters and interceptors inflict 2 damage on escorts or capital ships per surviving craft in the squadron. This damage ignores shields. Roll 1D20 for a whole squadron if it inflicts damage to check for critical hits, not one for each craft.
[*]For attack craft attacking other attack craft, or for defence guns firing at attack craft please see below.
[*]Victory is determined by the amount of metres destroyed. Ships reduced to less than half of their starting hull points count for ¼ points. Only ships entirely destroyed or reduced below half hull are counted.